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[TF2] Blue Engineer Spawn Restrictions


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Author
simoneaolson
Member
Join Date: Sep 2009
Plugin ID:
1736
Plugin Version:
1.0
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Restricts players on blue from spawning as engineer X minutes after setup is completed (payload)
    Old 06-15-2010 , 14:52   [TF2] Blue Engineer Spawn Restrictions
    Reply With Quote #1

    TF2 Blue Engineer Spawn Restrictions v1.0

    Description:
    Tired of clients unproductively spawning as engineer when there is virtually nothing they can do for the first couple of minutes? This plugin simply restricts players on blue from spawning as an engineer X minutes after setup is completed. This restriction is lifted once this period has completed.

    CVARs:
    tf_engineer_sr_version --> Current plugin version
    tf_engineer_sr_enabled --> Enabled/Disable TF2 Engineer restrictions (bool) Def:1
    tf_engineer_sr_time --> Minutes after Setup to restrict players on blue from spawning as engineer (float) Def:1.2

    Changelog
    * v1.0 - Initial release
    Attached Files
    File Type: sp Get Plugin or Get Source (tf2_engineer_spawn_res.sp - 1007 views - 4.9 KB)

    Last edited by simoneaolson; 06-15-2010 at 15:29.
    simoneaolson is offline
    noodleboy347
    AlliedModders Donor
    Join Date: Mar 2009
    Old 06-15-2010 , 15:21   Re: [TF2] Blue Engineer Spawn Restrictions
    Reply With Quote #2

    BLU Engineers are very useful on Payload maps, especially with teleporters. Just throwin that out there
    noodleboy347 is offline
    emuzombie
    Member
    Join Date: Sep 2009
    Location: Wisconsin, US
    Old 06-15-2010 , 18:23   Re: [TF2] Blue Engineer Spawn Restrictions
    Reply With Quote #3

    Step 1: Third round of Goldrush, 1 or 2 Engies build teleporter entrance, upgrades it to level three.

    Step 2: Sneak behind enemy lines (or gets ubered to get there) Builds a sentry, dispenser by the final cap point.

    Step 3: Build teleporter exit after first point is capped.

    Step 4: Watch red struggle to get out of their base.

    Step 5: ???

    Step 6: Profit!

    Anyway, I agree, an engineer is very helpful in Payload maps even in those first few minutes. Perhaps an option to limit the number of engineers would be better.
    __________________

    Last edited by emuzombie; 06-15-2010 at 18:26.
    emuzombie is offline
    Drixevel
    AlliedModders Donor
    Join Date: Sep 2009
    Location: Somewhere headbangin'
    Old 06-15-2010 , 21:19   Re: [TF2] Blue Engineer Spawn Restrictions
    Reply With Quote #4

    I'm not gonna lie but there's not much point to this plugin. I mean i spawn as blue engi if i feel like it and just build random sentries to help my team kill faster then try to build a base with a tele after a while. Not much point to restricting it. :p
    Drixevel is offline
    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 06-15-2010 , 21:47   Re: [TF2] Blue Engineer Spawn Restrictions
    Reply With Quote #5

    Not quite sure I see the point of this either but....nice job anyways. Shouldnt need to help players learn how to play heh.

    Just briefly glanced at the code and one thing I noticed, just so you know, this is pointless...

    Code:
    if (GetConVarBool(Cv_PluginEnabled))
        {
            HookEventEx("player_spawn", PlayerSpawn, EventHookMode_Pre)
            HookEventEx("player_changeclass", PlayerChangeClass, EventHookMode_Pre)
            HookEventEx("teamplay_setup_finished", SetupFinished)
        }
    Remember, pluginstart is run once, and the config isnt executed yet. The only thing that is going to do is check what the default value is set in the plugin....In other words, the hooks will always be hooked because its always set to 1 heh.

    Last edited by retsam; 06-15-2010 at 21:55.
    retsam is offline
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